Korvosa!
The largest city in Varisia, Korvosa is home to 16,637 humans,
739 dwarves,
371 elves,
369 halflings,
184 half-elves,
186 “other”,
and, as of tonight – the 13th of Neth, 4707 AR, with moments to go before midnight –, one shadow.
Five clerics she knows of who can cast death ward. Can anyone in Korvosa melee against shadows without it?
Maybe if secretly living in Korvosa there were an entire family of native outsiders - ten of them or more - with good Strength and great Dexterity, magic weapons, third-circle sorcerer casting, who all knew shield and mage armor, at least two of them with class levels and the strongest of whom wears a +3 ring of protection. Maybe they could put up a fight.
If only there were such a group of people living in secret from me, Cressida Kroft, to whom many things in Korvosa are as yet unknown.
Especially if they already lived on Endrin Island, and just had to run down Garrison Hill to take their pick of targets.
The Korvosan Guard is the second most Abadaran organization on Golarion, after the literal Church of Abadar. If a family of native outsiders came out of hiding to defend the city, and the city survived, we'd pay them so much you could never finish spending it.
The sort of thing I am doesn't get an afterlife plane when it dies.
That's the alignment I shelled out for.
On the scale of commitment to the bit, where one is “ever does good deeds”, and ten is “heroically charges hundreds of shadows with third level spells and a +2 kukri”, this particular rogue is something like a two or three.
Pack it in, boys, or rather, pack it out – get all our shit on boats, the Arkonas are leaving Korvosa.
Look, I'm sorry.
[Cressida Kroft has disconnected.]
[Pseudohypothetical chat ends.]
Round 82 (12:08:12)
She'll take six more seconds to think.
Round 82 (12:08:12)
The streets of Old Korvosa are packed with panicked Old Korvosans; it's only been a few minutes, and crowds move thirty feet a round. Many haven't even left their homes.
Tuttle air walks up to escape the current, and his three companions follow suit (he cast the communal version of the spell).
No sooner have they risen above the crowd than four ambitious shadows pounce them and are repelled by undeath ward at ten feet.
Darb hadn't cast yet today, other than his buffs. How many spells does that leave him?
Using the 20 point buy array, let’s say Darb has 23 WIS and 14 CHA. (He put his 15 in WIS, +2 for being human, put his 14 in CHA even though putting it in INT seems like it’d make better sense for a finance guy, and he bought a +6 WIS headband – he’s a wealthy dude.)
In terms of spells, he has:
7th – 2
6th – 4
5th – 4
4th – 5
3rd – 6
2nd – 7
1st – 7
spells per day, and 5 uses of Channel Energy.
He can't use melee range cure spells without collapsing his undeath ward. That leaves him 10 mass cure spells above fourth circle. Minus two for teleport and communal airwalk. (Undeath ward was a scroll.)
Each of which can hit up to 13 shadows in theory.
In practice, since none of those shadows can be more than 30 feet apart, he'll be lucky to hit half that number. 5th-circle mass cure light does 17.5 damage on average, with a save for half, so to kill a shadow will take a double dose. 6th-circle mass cure moderate and 7th-circle mass cure serious wounds have a better chance of dropping their targets, but even they won't always.
And then he's got Channel Energy.
At 13th level his channels do 7d6 points of damage, average damage 24.5, thought there's a 10% chance he rolls 18 damage or less.
The DC for Channel Energy isn’t keyed off of a Cleric’s casting stat. Charismatic for a Cleric as Darb may be, his channel is only DC 18. Shadows have Channel Resistance, a +6 bonus to will. They make that save 40% of the time.
0.9 x 0.6 = 54%
Four ambitious shadows pounce them and are repelled by undeath ward at ten feet. Darb channels as a standard action. Two shadows live, two shadows die.
He can do that four more times.
And then cast his eight spells.
And then he can sit on his thumbs until dawn.
There's a 10th level wizard in their little party - Salgar Irevotnin, Dean of Evocation at the Academae and a man with a reputation to maintain for excessive use of force. In the distance - despite that shadows are virtually invisible in the distance - he sees a perfect opportunity to catch 15 shadows in one fireball. (Here's an exercise for the reader: refer back to our map of Korvosa and trace with your finger a 20 foot radius circle. The map's scale is in the bottom right corner; that line is 1,000 feet.) Fifteen shadows for some inexplicable reason floating in a sphere. This is by far the most effective fireball Irevotnin will have the chance to cast tonight, and he seizes the opportunity.
The Dean of Evocation has Spell Focus, Improved Spell Focus, Elemental Focus, and 24 Intelligence. His fireball is DC 23.
It does 35 damage.
Divided by two.
It kills a shadow the Sable Company already damaged.
The rest scatter.
Salgar has nine spells left above second level.[1]
-
1. RationalMoron points out that as an Evoker, Salgar Irevotnin in particular should do 5 more points of damage with Intense Spells - on an average roll, just barely enough to kill a shadow. The broader point - that a fireball can't hit two shadows standing on opposite sides of a wide avenue, and that even powerful wizards (Evokers below 10th level, and non-evokers of any level) will not typically kill the shadows they cast fireballs upon - unfortunately stands.
There are spells which mightier wizards than the Dean of Evocation can cast (should they have those evocations prepared) which do more d6s of damage (albeit typically in a much smaller area of effect). But those cones of cold and chains of lightning will be spent even faster than Salgar runs out his <10 fireballs. ↩
A wand of fireball costs 11,250 gp. Salgar could have comfortably retired on that money. But he loves his job, so instead he bought the wand.
The wand has a DC of 14. Shadows have +3 on reflex saves, so they make it on an 11.
It does 5d6 damage.
Divided by two.
Halved again by a successful reflex save.
Average 3.9 damage.
It would take 6 charges on average and 1,350 gp to drop a single shadow, were said shadow polite enough to stand there for six rounds being fireballed.
The 12th level fighters and rogue in their party make a slightly better showing. Unspecialized in archery, they're worse at it than the Sable Company marines overhead, and have all the same difficulties finding opponents and dropping them. But at point blank range they can kill the two shadows Tuttle damaged, and then look to contribute damage to a shadow some other Korvosan will hopefully take out down the line.
She hopes Korvosa's spellcasters can stop the shadows, but doubts it.
There are too many shadows across too wide an area and the casters are limited to their prepared spells and scrolls.
About a thousand Korvosans will be able to shelter inside a hallow.
That leaves about 17,000 out in the cold.
Some can be evacuated on ships. Optimistically, another thousand. She should direct some of her Guards to facilitate that; they aren't good for much else.
16,000 Korvosans with nowhere to run.
She can't make a perimeter around the shadows to prevent their spreading further; even if they weren't already spread across such wide area, you can cross all Korvosa without touching a cobbled street.
If they evacuated everyone out of the city, they could form a perimeter in an open field - or, the approach to Castle Korvosa is kept clear by ordinance, if they evacuated everyone into the castle - no, that doesn't work, the shadows can travel beneath the ground.
Wait, here's a trick! Clear Endrin Isle of shadows, evacuate everyone onto the island, burn the bridges, and hold the Narrows.
Can shadows travel as freely in water as they do air, or as freely in it as they do stone? If the latter, and they can't go deeper than the width of their own body, spells and arrows could reach them.
Illuminate the water from beneath - with walls of fire? Could we boil the Narrows? Boiling water does 10d6 damage a round.
(Which is enough to melt steel; Golarionites don't cook in pots.)
Cressida Kroft doesn't specifically know how incorporeal creatures interact with solids, liquids, and gasses.
She'll ask her wizard.
Round 82 (12:08:12)
"Yes/no: shadows move freely in water?"
"Yes."
Gods know why she's asking, but then Cressida Kroft is always ten steps ahead of everyone else.
The Field Marshall will come up with a plan, it will work swimingly, and in retrospect it will look like the single obvious thing to do when your city is invaded by shadows.
Round 83 (12:08:18)
"Tell the Guard to fall back from the fighting and help evacuate everyone who fits on a boat. Send a rider to Citadel Vraid. Start a sending to Ambrus Valsin in Absalom.
I hope someone else can think of something, because I've got nothing."